First off, yes I know I was involved in setting up the class system we currently use. So, why the heck do I want to change it again? Because it's too damn complicated! 
I've mentioned this before, but I'll say it again. The way things stand, the class numbers used by all ships can have one of three meanings: how effective each ship is as either a naval vessel, a merchantman or a combination of the two.
Now, when you see the spreadsheet detailing the system, it does make sense. However, there is no indication in-game of which categories the ships belong to, so the class numbers can be very confusing. "How can a 40-gun galleon and a 100-gun ship of the line both be in Class 1?", you might ask.
Sure, it seemed like a good idea to put the ships into three categories, and it seemed pretty cool to use the Royal Navy rating system for naval category... but without making it clear what the numbers mean, the categories are worthless.
So, let's get to the point. I propose we use a new, simplified system that classifies all ships under one roof.
My idea is simply to use the maximum crew values to govern which class each ship belongs to. Why? Because more crew generally means a larger ship, and a larger ship is harder to captain. This means the class number directly relates to the player's 'captain level' (the number with a little ship icon), regardless of which type of ship they want to sail. Makes sense, no?
Here's a quick guide to the new classes (I've called them 'tiers'), their boundaries, and ships placed at each end of each tier:
Tier 8: <30 crew, Dinghy -> Heavy Lugger
Tier 7: 30 - 59 crew, Barque Longue -> Pirate Schooner
Tier 6: 60 - 99 crew, Light Fluyt -> Snow Brig
Tier 5: 100 - 249 crew, Pinnace -> Light Fluyt-of-War
Tier 4: 250 - 399 crew, Corvette -> Frigate
Tier 3: 400 - 549 crew, 5th Rate Warship -> United States class Frigate
Tier 2: 550 - 899 crew, Spanish Heavy War Galleon -> Bellona class 3rd Rate
Tier 1: >900 crew, Barfleur class 2nd Rate -> Spanish Man O' War
Why 'tiers'? Because a "Class 2 Bellona class 3rd Rate" sounds odd. Two conflicting "classes" could get confusing. Why NOT a 'level'? Because the player progresses through 'levels' separately to their 'captain level'. So, at the end of the day, you could say you're at Level 10 and captaining a Tier 2 Bellona class 3rd Rate. If you can follow all those levels, tiers, classes and rates, then you probably need some more rum!
Anyway, the full spreadsheet detailing the system is in my SkyDrive folder (Ship Mod- Sept 2012 Edition). Here's where SkyDrive proves its usefulness, as you can view the spreadsheet online even if you don't have Excel.
The system is not yet perfect, mainly because a few ships have questionable stats, but overall it seems fairly balanced to me. It's also reminicent of the stock game's system, ironically.
Any comments would be appreciated.

I've mentioned this before, but I'll say it again. The way things stand, the class numbers used by all ships can have one of three meanings: how effective each ship is as either a naval vessel, a merchantman or a combination of the two.
Now, when you see the spreadsheet detailing the system, it does make sense. However, there is no indication in-game of which categories the ships belong to, so the class numbers can be very confusing. "How can a 40-gun galleon and a 100-gun ship of the line both be in Class 1?", you might ask.
Sure, it seemed like a good idea to put the ships into three categories, and it seemed pretty cool to use the Royal Navy rating system for naval category... but without making it clear what the numbers mean, the categories are worthless.
So, let's get to the point. I propose we use a new, simplified system that classifies all ships under one roof.
My idea is simply to use the maximum crew values to govern which class each ship belongs to. Why? Because more crew generally means a larger ship, and a larger ship is harder to captain. This means the class number directly relates to the player's 'captain level' (the number with a little ship icon), regardless of which type of ship they want to sail. Makes sense, no?
Here's a quick guide to the new classes (I've called them 'tiers'), their boundaries, and ships placed at each end of each tier:
Tier 8: <30 crew, Dinghy -> Heavy Lugger
Tier 7: 30 - 59 crew, Barque Longue -> Pirate Schooner
Tier 6: 60 - 99 crew, Light Fluyt -> Snow Brig
Tier 5: 100 - 249 crew, Pinnace -> Light Fluyt-of-War
Tier 4: 250 - 399 crew, Corvette -> Frigate
Tier 3: 400 - 549 crew, 5th Rate Warship -> United States class Frigate
Tier 2: 550 - 899 crew, Spanish Heavy War Galleon -> Bellona class 3rd Rate
Tier 1: >900 crew, Barfleur class 2nd Rate -> Spanish Man O' War
Why 'tiers'? Because a "Class 2 Bellona class 3rd Rate" sounds odd. Two conflicting "classes" could get confusing. Why NOT a 'level'? Because the player progresses through 'levels' separately to their 'captain level'. So, at the end of the day, you could say you're at Level 10 and captaining a Tier 2 Bellona class 3rd Rate. If you can follow all those levels, tiers, classes and rates, then you probably need some more rum!

Anyway, the full spreadsheet detailing the system is in my SkyDrive folder (Ship Mod- Sept 2012 Edition). Here's where SkyDrive proves its usefulness, as you can view the spreadsheet online even if you don't have Excel.
The system is not yet perfect, mainly because a few ships have questionable stats, but overall it seems fairly balanced to me. It's also reminicent of the stock game's system, ironically.
Any comments would be appreciated.